INSTALLMODULE
Keywords: INSTALLMODULE, INSTALLM
=== USER MANUAL ===
Usage: installmodule <module>
Description:
Bolt a ship module from your inventory into the ship you
are sitting in. Modules unlock weapons, defense, capacity,
and special capabilities (cloaking, regen, hangers, web
projector, etc.).
Run from the ship's engine room, with the ship parked at
a shipyard. The module item is consumed on successful
install -- you cannot uninstall and get the item back; use
removemodule to free the slot.
How Modules Work:
Ships have a fixed module slot count defined by their
chassis (see shipstat -> Modules line). Each slot can
hold one installed module. The ship's chassis has a list of
accepted tags -- modules with matching tags fit, others
don't.
Stats from installed modules stack onto the ship's base
values: more armor, more hull, more shield, better weapons,
etc. scanship and shipstat both display the effective
(base + module) stats.
Requirements:
Engine room ........ "You must be in the engine room of
a ship to do that!"
Pilot access ....... Must own the ship or be a listed pilot
(addpilot): "This is not your ship."
Docked at shipyard . "Your ship must be docked at a
shipyard to swap modules." Fields and
garages don't count -- you need actual
shipyard infrastructure.
Valid model ........ Ship must have a well-formed model
record. Corrupt ships: "Ship has no
valid model."
Module in inventory. The named item must be in your
personal carry (not floor, not ship
locker): "You aren't carrying anything
like that."
Item type .......... Must be an ITEM_SHIP_MODULE:
"That isn't a ship module."
Slot free ........... "All N module slot(s) on this
chassis are full."
Tags accepted ...... Chassis must accept this module's
tag category: "This ship's chassis won't
accept a <type> module."
Size ................ Ship size must meet module's
minSize: "This ship is too small for
that module (requires size N)."
Uniqueness .......... If the module is flagged unique,
you cannot install two: "That module is
unique; this ship already has one
installed."
Echo:
You install a <module-name> into <ship>'s module bay. (you)
<n> installs a ship module. (room)
The module is persisted to the ship's save immediately.
Stat Effects:
Effective stat helpers read through installed modules:
- ship_eff_maxhull, maxshield, maxenergy,
maxspeed, hyperspeed, manuever, armor --
base + sum of all module deltas.
- ship_eff_primdam / secondam -- weapon damage
with module bonuses folded in.
- ship_has_capability -- true if any installed module
provides the capability (cloak, webber, regen, detector,
etc.).
- Interceptor bay capacity (ship_eff_intbay) is pure
module sum.
After install, run shipstat or scanship to verify the
new values.
Notes:
- Install consumes the item -- the module is now
physically part of the ship.
- removemodule unbolts a module and returns a fresh
module item to your inventory, so you can re-install it
or resell it later.
- Modules are bought as items from a module mart; staff
can also spawn them directly.
- You cannot install while the ship is flying. Land and
dock at a shipyard first.
Strategic Notes:
- Plan your slot budget before buying modules -- the
chassis slot count is fixed, and filling the wrong tags
wastes precious space.
- Unique modules are one-per-ship; don't double-buy
cloaking devices for the same hull.
- Size-gated modules exist for capital-class gear -- a
fighter can't mount a spinal railgun or a capital hangar.
Read modulemart listings carefully.
Related Helpfiles: REMOVEMODULE, SHIPSTAT, SCANSHIP, BUYSHIP, MODULEMART
=== END MANUAL ===